#config_version=5
##! mode: item
mode:
start_events: ball_starting
shots:
item_targets:
switch: s_I, s_T, s_E, s_M
item_collect:
switch: s_lock_3
counters:
item_count:
count_events: item_targets_hits
starting_count: 0
count_complete_value: 4
count_interval: 1
direction: up
persist_state: true
debug: true
show_player:
device.counters.item_count > 0:
item_lights:
loops: -1
show_tokens:
led: light_i
device.counters.item_count > 1:
item_lights:
loops: -1
show_tokens:
led: light_t
device.counters.item_count > 2:
item_lights:
loops: -1
show_tokens:
led: light_e
device.counters.item_count > 3:
item_lights:
loops: -1
show_tokens:
led: light_m#show_version=5
##! show: item_lights
- time: 0
lights:
(led): whitedevice.counters.item_count correctly, that is why it is crashing. To use a conditional value the statement would be device.counters.item_count.value
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shot_groups:
item_targets:
shots: target_i, target_t, target_e, target_m
reset_events: item_targets_default_lit_complete
enable_events: ball_starting
disable_events: ball_ending
shot_profiles:
item_profile:
states:
- name: letter_i
show_tokens:
light: light_i
- name: letter_t
show_tokens:
light: light_i, light_t
- name: letter_e
show_tokens:
light: light_i, light_t, light_e
- name: letter_m
show_tokens:
light: light_i, light_t, light_e, light_mshots:
target_jackpot_shot:
shot_profile: target_jackpot_profile
shot_profiles:
target_jackpot_profile:
states:
- name: zero
show: targets_zero_lit
- name: one
show: targets_one_lit
...etc
shot_groups:
jackpot_counter_targets:
shots: target1, target2, target3, target4
shots:
target_jackpot_shot:
shot_profile: target_jackpot_profile
hit_events: jackpot_counter_targets_hit
target1:
switch: s_target1
target2:
switch: s_target2
...etc
event_player:
target_jackpot_shot_four_hit:
- award_jackpot
shots:
target_jackpot_shot:
shot_profile: target_jackpot_profile
hit_events: jackpot_counter_targets_hit
reset_events: award_jackpot
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shots:
target_i:
switch: s_I
target_t:
switch: s_T
target_e:
switch: s_E
target_m:
switch: s_M
item_collect:
profile: item_collect_profile
hit_events: item_counter_targets_hit
reset_events: award_item
shot_groups:
item_counter_targets:
shots: target_i, target_t, target_e, target_m
reset_events: item_counter_targets_hit
shot_profiles:
item_collect_profile:
states:
- name: zero
- name: one
show: targets_lit_one
- name: two
show: targets_lit_two
- name: three
show: targets_lit_three
- name: four
show: targets_lit_four
event_player:
item_collect_four_hit:
- award_itemSub Lock1_hit:Controller.Switch(20) = True:End Sub
Sub Lock1_unhit:Controller.Switch(20) = False:End SubSub LOrbit_hit
If Controller.Switch(36) = False Then
Controller.Switch(36) = True
End If
If Controller.Switch(36) = True Then
Controller.Switch(36) = False
End If
Jan